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This is a major reworking of this transform. The old transform code was getting unwieldy, with part of the complication coming from the handling of multiple return statements. By generating a wrapper function instead, we can avoid a lot of this complexity. The original entry point function is stripped of all shader IO attributes (as well as `stage` and `workgroup_size`), but the body is left unmodified. A new entry point wrapper function is introduced which calls the original function, packing/unpacking the shader inputs as necessary, and propagates the result to the corresponding shader outputs. The new code has been refactored to use a state object with the different parts of the transform split into separate functions, which makes it much more manageable. Fixed: tint:1076 Bug: tint:920 Change-Id: I3490a0ea7a3509a4e198ce730e476516649d8d96 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/60521 Auto-Submit: James Price <jrprice@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: James Price <jrprice@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
33 lines
863 B
HLSL
33 lines
863 B
HLSL
struct FragmentInput {
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float2 vUv;
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};
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struct FragmentOutput {
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float4 color;
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};
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Texture2D depthMap : register(t5, space1);
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SamplerState texSampler : register(s3, space1);
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struct tint_symbol_2 {
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float2 vUv : TEXCOORD2;
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};
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struct tint_symbol_3 {
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float4 color : SV_Target0;
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};
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FragmentOutput main_inner(FragmentInput fIn) {
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const float tint_symbol = depthMap.Sample(texSampler, fIn.vUv).x;
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const float3 color = float3(tint_symbol, tint_symbol, tint_symbol);
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FragmentOutput fOut = (FragmentOutput)0;
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fOut.color = float4(color, 1.0f);
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return fOut;
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}
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tint_symbol_3 main(tint_symbol_2 tint_symbol_1) {
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const FragmentInput tint_symbol_4 = {tint_symbol_1.vUv};
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const FragmentOutput inner_result = main_inner(tint_symbol_4);
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tint_symbol_3 wrapper_result = (tint_symbol_3)0;
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wrapper_result.color = inner_result.color;
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return wrapper_result;
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}
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